Re: Luabind: derived classes!
Daniel Wallin <[email protected]>
| Newsgroups | gmane.comp.lang.lua.bind.user |
|---|---|
| Message-ID | <[email protected]> |
neosettlers wrote: > Hello again, > > Intro: The way I ve implemented Lua in my project is considering that > the API can be compiled with or witout Lua. To achieve this, I ve > created a dummy Script class, so I don’t propagate lua in the entire > project. [...] > No matching overload found, candidates: > void AddScript(Object&,Script*) > > CreateScript creates a LUA_Script* and return a Script* but when passed in > myObject:AddScript(myScript); it is considered to be a LUA_Script wich > it is indeed… but there is no C++ match. > > In pure C++ this would be legal but Luabind doesn’t seem to like that at > all, any elegant way to make this work? It should work, provided that you actually register your Script class. Are you sure this is the actual code you are using? It would help a lot if you can reduce this to a real failing test case, something I can compile and run without making changes. -- Daniel Wallin BoostPro Computing http://www.boostpro.com ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H